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Name |
Description |
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FColliderMesh |
FColliderMesh is a minimal representation of an Indexed Triangle Mesh suitable to use with a TMeshAABBTree3. |
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FComputeTangentsOptions |
Options used by TMeshTangents for tangents computation |
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FDynamicMesh3 |
FDynamicMesh3 is a dynamic triangle mesh class. |
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FDynamicMeshAttributeChangeSet |
FDynamicMeshAttributeChangeSet stores a set of UV and Normal changes for a FDynamicMesh3 |
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FDynamicMeshAttributeSet |
FDynamicMeshAttributeSet manages a set of extended attributes for a FDynamicMesh3. |
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FDynamicMeshAttributeSetChangeTracker |
FDynamicMeshAttributeSetChangeTracker constructs a well-formed set of TDynamicMeshAttributeChange objects (stored in a FDynamicMeshAttributeChangeSet). |
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FDynamicMeshChange |
FDynamicMeshChange stores a "change" in a FDynamicMesh3, which in this context means the replacement of one set of triangles with a second set, that may have different vertices/attributes. |
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FDynamicMeshChangeTracker |
FDynamicMeshChangeTracker tracks changes to a FDynamicMesh and returns a FDynamicMeshChange instance that represents this change and allows it to be reverted/reapplied. |
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FDynamicMeshOctree3 |
FDynamicMeshOctree3 is an extension of FSparseDynamicOctree3 for the triangles of a FDynamicMesh3 instance. |
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FDynamicMeshTangents |
FDynamicMeshTangents is a helper object for accessing tangents stored in the AttributeSet of a FDynamicMesh3. |
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FDynamicMeshTriangleAttributeChange |
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FEdgeCollapseInfo |
Information about mesh elements modified/removed by CollapseEdge() |
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FEdgeFlipInfo |
Information about the mesh elements modified by a call to FlipEdge() |
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FEdgeSplitInfo |
Information about the mesh elements created by a call to SplitEdge() |
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FMergeEdgesInfo |
Information about mesh elements modified by MergeEdges() |
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FMeshIndexMappings |
FMeshIndexMappings stores a set of integer IndexMaps for a mesh This is a convenient object to have, to avoid passing around large numbers of separate maps. |
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FMeshNormals |
FMeshNormals is a utility class that can calculate and store various types of normal vectors for a FDynamicMesh. |
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FPokeTriangleInfo |
Information about mesh elements modified/created by PokeTriangle() |
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FVertexInfo |
FVertexInfo stores information about vertex attributes - position, normal, color, UV |
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FVertexSplitInfo |
Information about mesh elements modified/created by SplitVertex() |
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TDynamicAttributeBase |
Base class for attributes that live on a dynamic mesh (or similar dynamic object) |
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TDynamicAttributeChangeBase |
Generic base class for change tracking of an attribute layer |
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TDynamicAttributeSetBase |
Generic base class for managing a set of registered attributes that must all be kept up to date |
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TDynamicMeshAttributeChange |
TDynamicMeshAttributeChange represents a change to an attribute overlay of a FDynamicMesh3. |
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TDynamicMeshOverlay |
TDynamicMeshOverlay is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an "element" (eg like a per-triangle UV or normal). |
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TDynamicMeshScalarTriangleAttribute |
TDynamicMeshScalarTriangleAttribute is an extension of TDynamicMeshTriangleAttribute for scalar-valued attributes. |
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TDynamicMeshTriangleAttribute |
TDynamicMeshTriangleAttribute is an add-on to a FDynamicMesh3 that allows for per-triangle storage of an attribute value. |
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TDynamicMeshVectorOverlay |
TDynamicMeshVectorOverlay is an convenient extension of TDynamicMeshOverlay that adds a specific N-element Vector type to the template, and adds accessor functions that convert between that N-element vector type and the N-element arrays used by TDynamicMeshOverlay. |
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TDynamicPointSet3 |
TDynamicPointSet3 implements a dynamic 3D point set, templated on real-value type (float or double). |
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TDynamicVertexAttribute |
TDynamicVertexAttribute provides per-vertex storage of an attribute value |
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TDynamicVertexAttributeChange |
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TDynamicVertexSkinWeightsAttribute |
Forward declarations |
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TDynamicVertexSkinWeightsAttributeChange |
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TDynamicVerticesOctree3 |
TDynamicVerticesOctree3 is an extension of FSparseDynamicPointOctree3 for the vertices of a FDynamicXYZ3 instance (eg FDynamicMesh3, TDynamicPointSet3, FDynamicGraph, etc) This extension does several things: 1) provides a simplified API based on vertex IDs to various Octree functions 2) tracks ModifiedBounds box of modified areas The template expansion requires that FDynamicXYZ3 has the following API: 1) a function int MaxVertexID() that returns the maximum vertex ID/index 2) a function bool IsVertex(int) that returns true if the index is valid 3) a function FVector3d GetVertex(int index) that returns the position of a vertex 4) a function FAxisAlignedBox3d GetBounds() that returns a bounding-box of the point set |
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TMeshTangents |
TMeshTangents is a utility class that can calculate and store various types of tangent vectors for a FDynamicMesh. |
Name |
Description |
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FDynamicMeshAABBTree3 |
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FDynamicMeshAttributeBase |
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FDynamicMeshAttributeChangeBase |
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FDynamicMeshAttributeSetBase |
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FDynamicMeshColorChange |
Standard Color overlay change type - 4-element float |
FDynamicMeshColorOverlay |
Standard Color overlay type - 4-element float (rbga) |
FDynamicMeshMaterialAttribute |
Standard per-triangle integer material ID |
FDynamicMeshNormalChange |
Standard Normal overlay change type - 3-element float |
FDynamicMeshNormalOverlay |
Standard Normal overlay type - 3-element float |
FDynamicMeshPolygroupAttribute |
Per-triangle integer polygroup ID |
FDynamicMeshTriGroupChange |
Standard per-triangle integer attribute change type |
FDynamicMeshUVChange |
Standard UV overlay change type - 2-element float |
FDynamicMeshUVOverlay |
Standard UV overlay type - 2-element float |
FDynamicMeshVertexSkinWeightsAttribute |
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FDynamicPointSet3d |
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FDynamicPointSet3f |
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FMeshTangentsd |
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FMeshTangentsf |
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TDynamicMeshVertexAttribute |
Name |
Description |
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UE::Geometry::EMeshComponents |
Name | Description | ||
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MeshTransforms::ApplyTransform ( |
Apply given Transform to a Mesh. |
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MeshTransforms::ApplyTransform ( |
Apply given Transform to a Mesh. |
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MeshTransforms::ApplyTransformInverse ( |
Apply inverse of given Transform to a Mesh. |
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MeshTransforms::FrameCoordsToWorld ( |
Transform Mesh out of local coordinates of Frame |
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MeshTransforms::Scale ( |
Apply Scale to vertex positions of Mesh, relative to given Origin. |
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MeshTransforms::Translate ( |
Apply Translation to vertex positions of Mesh. Does not modify any other attributes. |
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MeshTransforms::WorldToFrameCoords ( |
Transform Mesh into local coordinates of Frame |
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UE::Geometry::CollectVertexPositions ( |
Call SetType.Add(VertexPosition) for all valid vertex indices in for_each(Enumeration) |
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UE::Geometry::CompactAttributeValues ( |
Compact the values of an integer Triangle Attribute, ie so that the attribute values are dense in range 0..N. |
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UE::Geometry::CopyVertexNormalsToOverlay ( |
Copies vertex normals to a given overlay (clearing it before use if it has any elements). |
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UE::Geometry::CopyVertexUVsToOverlay ( |
Copies vertex UVs to a given overlay (clearing it before use if it has any elements). |
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UE::Geometry::FindNextAdjacentTriangleAroundVtx ( |
Walk around VertexID from FromTriangleID to next connected triangle if it exists, walking "away" from PrevTriangleID. |
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UE::Geometry::FindSharedEdgeInTriangles ( |
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UE::Geometry::FindVertexEdgesInTriangle ( |
Find the two edges in a Triangle that are connected to a given Vertex of the triangle |
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FPointSetAda... |
UE::Geometry::MakeBoundaryEdgeMidpointsAdapter ( |
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FTriangleMes... |
UE::Geometry::MakeDynamicMeshAdapter ( |
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FPointSetAda... |
UE::Geometry::MakeEdgeMidpointsAdapter ( |
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FPointSetAda... |
UE::Geometry::MakePointsAdapter ( |
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FTriangleMes... |
UE::Geometry::MakeTransformedDynamicMeshAdapter ( |
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FPointSetAda... |
UE::Geometry::MakeTriCentroidsAdapter ( |
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FPointSetAda... |
UE::Geometry::MakeVerticesAdapter ( |
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UE::Geometry::SplitBoundaryVertexTrianglesIntoSubsets |
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with edge SplitEdgeID that is connected to VertexID. |
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UE::Geometry::SplitInteriorVertexTrianglesIntoSubsets |
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with two edges SplitEdgeID0 and SplitEdgeID1 that are both connected to VertexID. |
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UE::Geometry::TriangleToVertexIDs ( |
Find list of unique vertices that are contained in one or more triangles |
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UE::Geometry::VertexToTriangleOneRing ( |
Find all the triangles in all the one rings of a set of vertices |